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primeminister03

Member Since 05 Dec 2008
Offline Last Active May 21 2009 08:04 PM

Posts I've Made

In Topic: Gondor

01 May 2009 - 04:29 PM

I understand why the KoDA and Imrahil would be moved to the end, but Gondor being a heavy Hero faction would be less interesting without Imrahil off the bat. Plus, i know that everyone and their mom believes that the KoDA would take away from Rohan's uniqueness. But, the KoDA are needed for an Elite Cavalry unit. Here is Why:

Take a look all the factions. Tell me what you see.


1. Elves(subfactioned)

Each has 1 cavalry unit w/ Rivendell being the only truly decent cavalry subfaction.

2. Dwarves(at this point)

1 unit-Battle Wagon aka Weak Cavalry faction

3. Arnor(at this point)

3 units-Dunedain Riders(ranged cavalry), Elven Cavalry(Melee Cavalry) and Royal Knights(OP'd like no other cavalry in the game. I don't expect them to stay anyway) aka Heavy Cavalry faction

4. Rohan

5-Cavalry Units(Scouts, Melee Rohirrim, Archer Rohirrim, Axe Rohirrim, and the Royal Guards) aka Best Cavalry Faction in the game.

5. Gondor(at this point)

2 units(Gondor Knights-Melee Cavalry, and the KoDA, Heavy Cavalry) aka Good Cavalry faction.

6. Goblins

1 unit(Technically only 1 unit, but the Fire Drakes, Spiderlings could all be considered semi-cavalry units) aka Decent Cavalry Faction

7. Isengard

1 unit(Same as above but for the wargs) aka Weak cavalry faction.

8. Angmar

1 unit(Same as above but for the wolves) aka weak cavalry faction.

9. MotE

Rhun has 2 units aka Decent Cavalry faction

Harad has 2 units(With one being their MHH) aka Good Cavalry faction

10. Mordor

Has no Cavalry units aka Worst Cavalry faction in the game.


This comes to a total of:

2 Really good Cavalry factions

3 good cavalry factions

2 decent cavalry factions

4 weak cavalry factions


So, if you make Gondor just another decent cavalry faction, then we will have significantly more weak cavalry factions than good ones.

In Topic: Isengard

22 April 2009 - 02:21 PM

Both Sound like good powers. My fear is that the Troop buff will have to be tested very much to balance it out. If the power doesn't last long enough, it won't be used due to being a waste in pp. But if it lasts too long, it will be OP. 25pp powers are Very hard hitting powers that hit once to 3 times. Having a buff that lasts too long and being that powerful will just mow down everything.

In Topic: RJ 1.06 Bug Reports

17 April 2009 - 06:08 PM

Started with one. I also noticed for the Dwarves that the guardians can't Bull Rush.

In Topic: Dwarves

17 April 2009 - 06:07 PM

It's really not up to me. And I'm okay with that. Like I said I am willing to come to a consensus. But, there are some unique unit ideas I mentioned that I think would bring in some good sub-factioning for the dwarves.

In the end, I will let the Mod team decide what's best. I'm just throwing in some ideas to help get things rolling.

In Topic: Dwarves

17 April 2009 - 05:17 PM

I like the idea mike, but I have a few of my own as well. Maybe, we can come to a consensus. My ideas:


Erebor:

Decent Melee Troops, Best Range of the Dwarven factions, Most balanced of the Dwarven sub-factions;

1. Men of Dale-basic swordsman

2. Dwarven Hammer Guardian-Elite Swordsman/basic siege melee

3. Dwarven Pikemen-All-around Pikes(What is the Dwarven Phalanx currently)

4. Dwarven Axe Throwers(With the new Melee/Ranged toggle with timer idea)-Basic Archer unit/melee support

5. Archers of Dale-Elite Archer Unit

6. Dale Battle Wagon-Basic Cavalry(Like the Wain Riders, with possible Swordsmen ugrade that boosts melee damage all around the wagon)

7. Dwarven Rune Masters-Siege Weapon(Like Elven siege weapons, except Earth based damage and magic. Just a suggestion :crazed: )

8. Dwarven Zealots-MHH

9. Dale Catapults-basic siege weapon

10. Dwarven Captain-Leadership buffer single unit for all Melee troops


Iron Hills:

Heavy Siege Weapons, Heavy Melee Troops;

1. Dwarven Axe Guardians-Basic/mid game melee unit

2. Dwarven Halbardiers-Basic spearman unit

3. Dwarven Elite Warriors-Dual Axe wielding troops-Elite Melee troops(Better than everything except MHH)

4. Dwarven Phalanx-Actual Phalanx a.k.a. with Shields and Polearms-Elite pikemen(Not as strong as the Tower Guard, but still tough)

5. Dwarven Javelin Throwers-Basic Archer unit

6. Iron Hills Catapult

7. Demolisher

8. Dwarven Battle Wagon(replace the men of dale and axe thrower upgrade with a Mithril Armor upgrade and a Javelin Thrower Upgrade)

9. Dwarven Barrel Launcher-Siege Support (Fires the fire barrels in a three barrel burst-This would be awesome!)

10. Dwarven Berserkers-MHH(Two-handed Axe wielders like Zealots, but with a knockback ability for like 50% of the time)


Ered Luin:

Fastest Growing Economy, Best Defenses/Toughest Buildings of the Dwarven sub-factions;

1. Dwarven Miners-basic melee unit(Very much like Rohan's Peasants. They could be equiped with pickaxes and receive armor upgrades and banner carriers)

2. Dwarven Spears-basic anti-cavalry unit(Probably the weakest but fastest of the Dwarves anti-cavalry units)

3. Dwarven Defenders-Elite melee unit(Two-handed axe wielders. They could use the dwarven walking axe. There is a model of it in the CAH section and they could use Gloin's animations)

4. Dwarven Axe Throwers-Basic Archer unit(Like the Axe Throwers are currently, but more damage and slower firing rate)

5. Dwarven Crossbowmen-Elite Archer units(Shorter distances than typical bows, like Isengard)

6. Dwarven Battle Wagon-basic cavalry unit(Replace Dale upgrade with Dwarven crossbowmen upgrade)

7. Dwarven Ram-Melee Siege Weapon(Manual Ram operated by dwarves)

8. Dwarven Ballista-Ranged Siege Weapon

9. Dwarven Lord-Single Dwarven Elite Unit(Like the Uruk Berserker, but with a Two-handed Hammer. He could also due a Stun effect to a small radius of surrounding enemies)

10. Dwarven Royal Guard-MHH(Melee units that can toggle to Axe Throwing)


Heroes:

Erebor: Gimli, Gloin, Brand

Iron Hills: Dain, Stonehelm

Ered Luin: Dwalin, New Hero